Keyphrases
Gamification
100%
Sustainable Consumption
96%
Gamified
40%
Systematic Literature Review
36%
Gameful
32%
Circular Economy
32%
Participatory Backcasting
32%
Backcasting
32%
Sound Design
32%
Game Audio
32%
Inclusivity
32%
Academic Literature
30%
Consumption Practices
21%
Individual Consumption
21%
Auditory Experience
16%
Psychological Skills
16%
Immersive
16%
Video Game Playing
16%
Audio
16%
Social Aspects
16%
Related Technology
16%
Sensory Experience
16%
Perceived Role
16%
Heritage
16%
Game Releases
16%
Game Studies
16%
Multisensorial
16%
Physical Ability
16%
Shift Current
10%
Sustainable Lifestyles
10%
Practice Theory
10%
Participatory Process
8%
Strategic Planning Process
8%
Co-creative
8%
Wicked Problems
8%
State-of-the-art Review
8%
Gamify
8%
Social Innovation
8%
Transition Studies
8%
Creative Experience
8%
COVID-19 Pandemic
8%
Group Deliberation
8%
Overconsumption
8%
Multiple Stakeholders
8%
Impact-based
8%
Gamification Elements
8%
Stakeholder Groups
8%
Climate Change
8%
Computer Science
Gamification
96%
Critical Success Factor
32%
Gamification Strategy
32%
Journal Article
32%
Business Models
32%
Type Communication
16%
Communication Research
16%
Academic Literature
16%
Scholarly Work
16%
Field Research
16%
Reviewed Journal
16%
Stakeholder Group
8%
Strategic Planning
8%
Planning Process
8%
Climatic Change
8%
Social Sciences
Sustainable Consumption
96%
Gamification
30%
Narrative
9%
Systematic Review
5%